steeldragons
Steeliest of the dragons
Introduction of the "Advenuters Set"
levels 1-5
Abilities:
Str, Dex, Con, Int, Wis, Cha (everyone agrees about those, right?)
- Scores from 3-18
- With 6 optional methods for generating Ability Scores. Include a "Classic" (3d6 in order), "Legacy" (4d6 drop lowest, arrange as desired) and "Point Buy" options, plus 3 other choices.
Races:
"Classic" options: Dwarf, Elf, Halfling, Human
"Legacy" options: Dragonborn, Gnome, Half-elf, Half-orc, Tiefling
Classes:
Cleric*, Priest, Druid
Fighter*, Paladin, Ranger
Mage*, Illusionist, Witch
Rouge*, Assassin, Bard
*indicates "Classic" game option.
Optional Rule: Alignment
9-point, 5-point, 3-point*, or None.
*indicates "Classic" game option.
HPs:
4 +d4/lvl: Mage, Priest, Witch
6 +d6/lvl: Bard, Illusionist, Rogue
8 +d8/lvl: Assassin, Cleric, Druid
10 +d10/lvl: Fighter, Paladin, Ranger
Special Abilities:
Detailed on the 1(ONE!) Page each Class receives (including a Garotte Attack for Assassins and Sneak Attack for Thieves)
Themes...Whatever/how they are going to be. But no more than 20.
Defenses/Saving Throws
"Classic" option: AC, 6 separate saves
"Legacy" option: AC, Fort/Ref/Will
some other option for how to handle them.
Optional Rules to/for Combat:
Dual-wielding, Shield-bashing, Parrying, Grapple, Charge, Setting Spears, all of that good stuff.
Weapons:
Blades/Melee...........Missiles..............Blunt/Bludgeoning........Misc.
Dagger^...................Sling....................Club/Cudgel...........Hand Axe^
Short Sword.............Short bow*..........Hammer^.............Morningstar
Broad Sword............Longbow*............Staff*....................Spear*^
Long Sword..............Hand Crossbow....Mace^..................Halberd*
Great Sword*...........Crossbow*...........War Hammer*......Battle Axe*
*indicates a Two-handed Weapon. Shields may not be used while this weapon is wielded.
^indicates may be Thrown for use as a missile weapon.
Equipment List
Optional use: Pre-made "Adventurer Backpacks" (Cleric, Fighter, Mage and Rogue) for easy/immediate play.
Magic:
Detail spell levels 1-3 (only 10-12 spells per level)
Cleric/Divine Spell List
Druid/Nature Spell List
Mage/Arcane Spell List
-Bard Spell List (some Cleric, some Druid, some Illusions),
-Witch Spell List (some Druid, some Mage)
-Clerical break down of "Spheres" to define sample Priest Spell List (access to xyz spheres).
-Mage break down of "Schools" to facilitate a sample Illusionist Spell List (access to xyz types of spells)
"Champions Set"
levels 5-10
Nothing new necessary with Abilities.
Races:
Introduce: Aasimar (reverse Tieflings), Dark Elves (Drow), Deep Gnomes (gotta love the Svirf's
), Satyrs.
Classes:
Introduce to "Cleric Classes" - Shaman
Introduce to "Fighter Classes" - Barbarian
Introduce to "Mage Classes" - Necromancer and system/guidelines or developing other "Specialist Mages"
Introduce to "Rogue Classes" - Monk
Themes: 10-20 more new Themes.
New/Additional Weapons:
Rapier.............Flail..............Shuriken........Whip
Cutlass...........Pick..............Dart...............Trident
Khopesh.........Sickle...........Bola...............Glaive
Scimitar..........Scythe.........Javelin............Lance
Details for things like underwater rules, flying, mounted combat, etc.
Spell lists for casters up to 10th level (5th level spells? again with only 10-12 spells each level)
levels 1-5
Abilities:
Str, Dex, Con, Int, Wis, Cha (everyone agrees about those, right?)
- Scores from 3-18
- With 6 optional methods for generating Ability Scores. Include a "Classic" (3d6 in order), "Legacy" (4d6 drop lowest, arrange as desired) and "Point Buy" options, plus 3 other choices.
Races:
"Classic" options: Dwarf, Elf, Halfling, Human
"Legacy" options: Dragonborn, Gnome, Half-elf, Half-orc, Tiefling
Classes:
Cleric*, Priest, Druid
Fighter*, Paladin, Ranger
Mage*, Illusionist, Witch
Rouge*, Assassin, Bard
*indicates "Classic" game option.
Optional Rule: Alignment
9-point, 5-point, 3-point*, or None.
*indicates "Classic" game option.
HPs:
4 +d4/lvl: Mage, Priest, Witch
6 +d6/lvl: Bard, Illusionist, Rogue
8 +d8/lvl: Assassin, Cleric, Druid
10 +d10/lvl: Fighter, Paladin, Ranger
Special Abilities:
Detailed on the 1(ONE!) Page each Class receives (including a Garotte Attack for Assassins and Sneak Attack for Thieves)
Themes...Whatever/how they are going to be. But no more than 20.
Defenses/Saving Throws
"Classic" option: AC, 6 separate saves
"Legacy" option: AC, Fort/Ref/Will
some other option for how to handle them.
Optional Rules to/for Combat:
Dual-wielding, Shield-bashing, Parrying, Grapple, Charge, Setting Spears, all of that good stuff.
Weapons:
Blades/Melee...........Missiles..............Blunt/Bludgeoning........Misc.
Dagger^...................Sling....................Club/Cudgel...........Hand Axe^
Short Sword.............Short bow*..........Hammer^.............Morningstar
Broad Sword............Longbow*............Staff*....................Spear*^
Long Sword..............Hand Crossbow....Mace^..................Halberd*
Great Sword*...........Crossbow*...........War Hammer*......Battle Axe*
*indicates a Two-handed Weapon. Shields may not be used while this weapon is wielded.
^indicates may be Thrown for use as a missile weapon.
Equipment List
Optional use: Pre-made "Adventurer Backpacks" (Cleric, Fighter, Mage and Rogue) for easy/immediate play.
Magic:
Detail spell levels 1-3 (only 10-12 spells per level)
Cleric/Divine Spell List
Druid/Nature Spell List
Mage/Arcane Spell List
-Bard Spell List (some Cleric, some Druid, some Illusions),
-Witch Spell List (some Druid, some Mage)
-Clerical break down of "Spheres" to define sample Priest Spell List (access to xyz spheres).
-Mage break down of "Schools" to facilitate a sample Illusionist Spell List (access to xyz types of spells)
"Champions Set"
levels 5-10
Nothing new necessary with Abilities.
Races:
Introduce: Aasimar (reverse Tieflings), Dark Elves (Drow), Deep Gnomes (gotta love the Svirf's

Classes:
Introduce to "Cleric Classes" - Shaman
Introduce to "Fighter Classes" - Barbarian
Introduce to "Mage Classes" - Necromancer and system/guidelines or developing other "Specialist Mages"
Introduce to "Rogue Classes" - Monk
Themes: 10-20 more new Themes.
New/Additional Weapons:
Rapier.............Flail..............Shuriken........Whip
Cutlass...........Pick..............Dart...............Trident
Khopesh.........Sickle...........Bola...............Glaive
Scimitar..........Scythe.........Javelin............Lance
Details for things like underwater rules, flying, mounted combat, etc.
Spell lists for casters up to 10th level (5th level spells? again with only 10-12 spells each level)